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Everything posted by Caerfinon
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A day late an a dollar short... as always. @AlamoVampire may have a more punctual reply
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present and accounted for @Lisias let's go or four in a row!
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Perfect!
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[KSP 1.8+] Kerbal Konstructs (Continued)
Caerfinon replied to NathanKell's topic in KSP1 Mod Releases
@DriftNasty I believe Recovery is restricted to crafts landed on Kerbin (or the home world in other planet packs). If the Kerbal Konstructs static is configured as a launch site when it is placed and is set to open, then you should be able to launch from there using the base manager from the VAB or SPH. -
P 2
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- going off the rails!
- non-stop!
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@ColdJ Nice!
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I'm not the Mr. you are looking for. Salute! I am creaking along very well and I shall refrain from saying the word "Bingo" -- oops I did it again How fares @Royale37 ?
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[KSP 1.8+] Kerbal Konstructs (Continued)
Caerfinon replied to NathanKell's topic in KSP1 Mod Releases
Any time. Fly safe. -
No, just.... no
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The transparent cock pit view is controlled by the Interior Overlay button beside the Kerbal Portraits
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
Always- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
@linuxgurugamer That's a nice way to do it! Huzzah!- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Caerfinon replied to nightingale's topic in KSP1 Mod Releases
@4x4cheesecake For the GAP contracts I cheated a little by creating arrays of waypoint information for each of the Airports and connecting flights. I then used the persistent data store to record the current index of value of explored (opened) airports. Each success of an "open airport mission" it added 1 to the value of the persistent data store index until all supported airports were opened. After that It was just a random number from 1 to the index to determine where a mission went to. For Multi-flights The array contained waypoint information for 2 possible destinations which were selected at random again. In all instances, the actual waypoints were set well in advance and they were never changing. Not really a solution for the random interesting place for a rover to go. @linuxgurugamer I did have issues when trying to get the Waypoint Generator behaviour to correctly set co-ordinates that were the output of a generated function. My solution was to scatter a bunch of fixed waypoints in an index and then create a interesting place waypoint near the fixed waypoint. Again useful for an interesting fixed area, but not useful for planet side scale exploration.- 5,225 replies
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@ColdJ I may just dust off KSP1 to fly these
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What If a Humanoid Scifi Race Had Elephant Feet?
Caerfinon replied to Spacescifi's topic in Science & Spaceflight
Sounds like "Footfall" by Larry Niven and Jerry Pournelle (1985) -
[KSP 1.8+] Kerbal Konstructs (Continued)
Caerfinon replied to NathanKell's topic in KSP1 Mod Releases
@Ooglak Kerman The original Parallax had an option where you could create a map of areas you did not want the scatter to be applied to for Kerbin. I tried it and it worked very successfully, however finding the precise pixel to edit in a large map of Kerbin to block scatter on all the Kerbinside Remasterd sites and all the additional sites I created was not an endeavour I wanted to pursue. -
I'm mostly just answering questions about my mods and some Kerbal Konstruct lore. I've been busy making some comics relating to Sims4 which I post on Bluesky and Mastodon, if you're already on those platforms. @caerfinon.bsky.social @caerfinon.mastodon.social Otherwise summoning @Lisias and once again saying "Bingo!"
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[KSP 1.8+] Kerbal Konstructs (Continued)
Caerfinon replied to NathanKell's topic in KSP1 Mod Releases
@ItsUrsus You can find a copy of it at my GitHub site https://github.com/caerfinon/KerbinSideRemasteredTLA/releases In version 2.0.0 of my KerbinSideRemasteredTLA mod I included a file called Extras.zip which contains CountryDoggo's Random KK Bits under the MIT license. It was a required mod for some of the underwater static KK sites I created for my mod. @ColdJ @Ooglak Kerman My guide only reflects the Parallax version at the time of its writing. I suspect there have been a few changes since then and my trick of elevating the KK site by a few meters may not be as valuable as it once was. -
Possibly , but I have appeared instead and in reasonably good health to repeat the word "Bingo" for no particular reason. @Royale37
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The happiest of New Years this year so far I'll have a bowl of justice and a side of fries please @Nazalassa
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@TanoPrime Glad you corrected the issue. The Wiki for the mod mentions the addition of new kerbal traits - > https://github.com/caerfinon/KerbinSideRemasteredGAP/wiki If you did want to use the mod without the changed Kerbals you could use version 2.1.1 from https://github.com/caerfinon/KerbinSideRemasteredGAP/releases/tag/v2.1.1 This is the version before the additional kerbal traits were added, and it uses Pilots, Engineers and Tourists for the missions.
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@TanoPrime You will need to edit the persisten.sfs file of you save and go to the roster section an delete all to the kerbals that are not engineers, pilots, or scientists (or applicatnts of these three types) . Removing the mod removes the definition of some kerbals and the astronaut complex cannot process any longer. If you have mods that allow you to manage the kerbals in the astronaut complex, you may be use those to remove the undefined Kerbals.
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I am way way way out there... But, better late than never. @Kerbalsaurus
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@TAIXIFENG When you get your aircraft close enough to the kerbal to be rescued you need to use the keyboard to change focus from your aircraft to the kerbal you are rescuing. The keys "[" or "]" will cycle between your vessel and the rescue kerbal. Once the kerbal has focus swim to the vessel and board it through one of the hatches/doors and then return to the designated recovery site. Fly safe.
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The forum.... Giddy as a school kerbal me... @ColdJ ?